Showing posts with label aqua force. Show all posts
Showing posts with label aqua force. Show all posts

Monday, 20 April 2015

FC2015: A quick overview (Part 1)

Today I will be talking about the main G units featured for all clans in the upcoming FC2015. Just a brief explanation, I won't be talking about the Cray Elementals, as that's for another article altogether.
Since all clans are featured, this will be a rather long article, so bear with me. Now then, let's begin, shall we?

Holy Dragon, Religious Soul Saver 
G-FC01-001-GR (Sample)
 [AUTO](VC):[Counter Blast (1) & Choose a face down card named "Holy Dragon, Religious Soul Saver" from your G zone, and turn it face up] When this unit is placed on (VC), if you have a heart card with "Blaster" in its card name, you may pay the cost. If you do, choose up to three of your units, and they get [Power]+5000 until end of turn. Then, if the number of cards in your soul with "Blaster" in its card name is two or more, this unit gets [Critical]+1 until end of turn.
The obvious deck choice to run this with would be MLB(Majesty Lord Blaster). On your G3 turn, make sure you get Blaster Dark, and Blaster Blade into the soul with MLB's skill. Next turn, stride this card for a free crit pressure and high-powered rear guard columns. Make sure you have at least 3 RGs to maximize this effect; 2 in your left column, 1 on the right at least, vice-versa. You can throw a RG behind your VG, but your opponent is likely to just kanzen, so you'd best save your hand, unless you know for sure he does not have a kanzen in hand.

Deity of the Evening Moon, Tsukuyomi 
G-FC01-002-GR (Sample)
[ACT](VC)[1/Turn]:[Choose a face down card named "Deity of the Evening Moon, Tsukuyomi" from your G zone, and turn it face up & Choose a card with "Tsukuyomi" in its card name from your hand, and put it into your soul] If you have a heart card with "Tsukuyomi" in its card name, look at five cards from the top of your deck, search for up to two cards from among them, put them into your hand, and put the rest on the bottom of your deck in any order.
This stride is kinda lackluster for a GR, but pretty good nonetheless. Since it doesn't use any counterblast, you can save the CB for Full moon Tsukuyomi's skill. This stride will ensure that your g1 and g2 Tsukuyomi's do not become dead fodder in your hand. Granting a net +1, not very good, but this helps reach your stack even faster.

Purgation Lion Emperor, Mithril Ezel
Vg03F
ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card named "Purgation Lion Emperor, Mithril Ezel" from your G zone, and turn it face up] If you have a heart card with "Ezel" in its card name, unlock all of your locked cards, look at five cards from the top of your deck, search for up to one card from among them, call it to (RC), shuffle your deck, and increase that unit and this unit's [Power] by the original [Power] of the unit called with this effect until end of turn.
With the return of Link Joker and Glendios(and his stride) this card can be a major killjoy for your opponent when he's about to World End you next turn. It doesn't take as much counterblast and soulblast as Ezel Scissors, so you can keep unlocking just for the trolls. The advantage of being able to superior call something slightly more specific than what Blond Ezel can give is good. Even if your opponent is not a Link Joker, you still get the +1 from the new rear-guard, and the extra power for increased pressure on your turn. 

Supreme Heavenly Emperor, Dragonic Overlord "The Ace"
G-FC01-004-GR (Sample)
[ACT](VC):[Counter Blast (2) & Choose a face down card named "Supreme Heavenly Emperor Dragon, Dragonic Overlord "The Ace"" from your G zone, and turn it face-up] If the number of face up cards in your G zone is two or more, until end of turn, this unit gets drive-1 and "[AUTO](VC)[1/Turn]:[Choose a card from your hand, and discard it & Choose a card with "Overlord" in its card name from your hand, and discard it] At the end of the battle that this unit attacked a vanguard, you may pay the cost. If you do, [Stand] this unit, and this unit gets [Power]+5000 until end of turn. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn)".
I see a lot of problems with this unit. The counterblast cost is 1. Imagine using this in a DOTX or DOTR deck. Spend 2 counterblast on this, and what have you left to restand with your boss G3? Another problem is the discard cost. In any Overlord deck, you have to already discard a G3 for stride, then you need to have another Overlord in hand. Since all Overlords a G3s, this may be a problem in all Overlord decks, and WILL be a problem in a DOTX deck. Both DOTE and DOTX require a persona blast to activate their skills. If you throw one of them from your hand, that's 1 less chance to pull off a restand with DOTE or a burn with DOTX. The way I see it, the best part about this card is the high power restand, and the additional +5K after restand. Other than that, not so good. Kind like Dragonic Overlord "The Hype". Haters gonna hate on me, but this is how I see this card.

True Brawler, Big Bang Knuckle Turbo
G-FC01-005-GR (Sample)
[ACT](VC)[1/Turn]:[Counter Blast (1) & Soul Blast (1) & Choose a face down card from your G zone, and turn it face up] If you have a heart card with "Big Bang Knuckle" in its name, until end of turn, this unit gets "[CONT](VC):When this unit would choose a unit to attack, choose up to three of your opponent's units for each of your heart cards instead, and this unit battles all of the chosen units in one attack.", and this unit gets [Power]+5000 for each face up "True Brawler, Big Bang Knuckle Turbo" in your G zone.
This is so good. Just being in Legion mode ensures you can hit the whole field, and kill all your opponent's rear guards in one shot. Having 2 Big Bang Slash Busters in your left and right column would make for immense attacking power, as if your Vanguard didn't have that already. The consistency is just soooo good. Once you've used up all 4 of this in your G Zone, you can just stick with your Legioned Big Bang Knuckle Buster and whack for high numbers and pressure. With this, your opponent can only attack with his Vanguard or waste resources trying to build a rear-guard presence. Bye-bye Aqua Force.

Death Star-Vader, "Omega Loop" Glendios
G-FC01-006-GR (Sample)
[ACT](VC)[1/Turn]: [Counter Blast (2) & Choose a face-down card named "Death Star-Vader, "Omega Loop" Glendios" from your G Zone, and turn it face-up] If you have a heart with "Glendios" in its card name, your opponent chooses one of his or her (RC) for each of your rear-guards with "Я" in its card name, and puts the top card of his or her deck into that (RC) face down as a locked card. Then if the number of cards in your damage zone is five or more, all your opponent's locked cards cannot be unlocked during his or her next end phase.
Although this card sets up for your World End, the problem is that all your Reverse units from other clans can't attack, since they are no longer considered to be Link Joker units. You'll be screwed over by one heal, and then your opponent can just whack a rear-guard with his Vanguard. Another problem is that you might not have enough counterblast left after using Magnet Hollow's skills and maybe some others you might have, depending on deck build. In short, this card looks good on the surface, and would be good, if it just wasn't so circumstantial. 

Blue Storm Master Dragon, Admiral Maelstrom
G-FC01-007-GR (Sample)
[AUTO](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] When this unit's attack hits a vanguard, if it is the fourth battle of that turn or more, and you have a heart card with "Maelstrom" in its card name, you may pay the cost. If you do, draw a card, choose three of your opponent's rear-guards, your opponent chooses one from them for each face up "Blue Storm Master Dragon, Admiral Maelstrom" in your G zone, and retires them.

Obviously, Aqua Force can very well achieve a fourth attack with the Vanguard. In this situation, your opponent will either retire 1 or 3 of their rear-guards from the skill. The only issue here is thatthe skill is an on-hit effect. This can be seen not as a problem, but as an advantage which would force shield out of your opponent before you use Glory Maelstrom or Reverse Maelstrom's skill. This way, the deck becomes more pressure-centric, and it would be meant to outlast your opponent but whittling down their hand until they have nothing left.

Interdimensional Dragon, Epoch Maker Dragon
G-FC01-008-GR (Sample)
[AUTO](VC):When this unit's attack hits a vanguard, you may choose one of your rear-guards, and bind it face up. If you do, search your deck for up to one grade 3 card, call it to (RC), shuffle your deck, and at the end of your turn, put the unit called with this effect on the bottom of your deck. If you put a card on the bottom of your deck this way, choose a card bound with this effect from your bind zone, and call it to (RC).
This card basically allows for you to get a fourth attack in one turn, not accounting for stand triggers. Again, the issue/advantage is that this is an on-hit effect. Your opponent can either choose to no guard and risk taking around 3 damage(including 1 crit trigger) or waste shield guarding this, and be open to your Ragnaclock's crit later in the game. This effect was not really meant to go off most of the time, but this card acts as a pressure unit in the deck.

Holy Celestial, Mikael
Vg02
[ACT](VC)[1/Turn]:[Counter Blast (1)] If you have a heart card with "Celestial" in its card name, put the top card of your deck into your damage zone, choose a face up card from your damage zone, and call it to (RC). Then, if you have a face up card in your damage zone with the same name as a card in your hearts, the unit called with this effect gets [Power]+5000 until end of turn.
This card is one of the good cards from this set, as it works with any of the Celestial bosses in Angel Feather(except maybe the FC2014 card). The best card to run this with would be the Celestial Legion, considering its ability to create huge-powered columns. For old school, you can run this with Zerachiel or Ramiel Reverse to build your field for their limit break to go off next turn.

True Revenger, Dragruler Revenant
G-FC01-010-RRR (Sample)
[ACT](VC)[1/Turn]:[Choose one of your rear-guards with "Revenger" in its card name, and retire it] If you have a heart card with "Revenger" in its card name, search your deck for up to one grade 1 or less card with "Revenger" in its card name, call it to (RC), shuffle your deck, that unit and this unit get [Power]+3000 until end of turn.
As the name suggests, it's best to run this card with Dragruler to create columns harder to guard while your opponent is already at 5 damage thanks to Dragruler's skill. The best way to abuse the ability is to call something with Mana, then kill it with this skill and summon either a Blaster Dark or Masquerade. A so-so card, you can run it with any Shadow Paladin Revenger deck, although it doesn't exactly generate any pluses.

Divine Flame Ultimate Regalia, Demeter
G-FC01-011-RRR (Sample)
[AUTO](VC):[Counter Blast (1)] When this unit attacks a vanguard, if you have a heart card with "Regalia" in its card name, you may pay the cost. If you do, for each of your heart cards, Soul Charge (3), choose a card from your damage zone, and turn it face up.
Simple, but great. There's several ways to use this card. You can ride Angelica then stride this, so you can use pure angel's secondary skill to draw one card and still be able to break ride next turn. Even if you soul charge triggers this way, you can soul blast it out with the break ride. You can also use this to refill your soul after using CEO Yggdrasil's skill. If your Vanguard is in Legion when you stride this, it's a instant 6 soul for you, allowing you to use Yggdrasil again next turn for more pressure.

Six Realms Stealth Dragon, Jorurirakan
Joururirakan
[AUTO](VC):[Counter Blast (2)] When this unit attacks a vanguard, you may pay the cost. If you do, choose one of your opponent's rear-guards, bind it face up, your opponent chooses a card from his or her hand, and binds it face down. At the end of that turn, if you have a heart card with "Shura Stealth Dragon" in its card name, your opponent puts the cards bound with this effect into his or her drop zone, if you do not have, your opponent puts the cards bound with this effect into his or her hand.
This G unit works with any of the current Nubatama bosses, even the break ride, since they all have Shura Stealth Dragon in the name. You can choose a pesky rear-guard from your opponent's field, and get rid of it by the end of your turn(I'm looking at Aqua Force and Nova Grapplers). And while they are allowed to choose which card from hand to bind, it's likely they'll have to throw some shield or an important card, allowing higher chances for your attacks to get through. This is the kind of good support Nubatama's been waiting for for so long.

 Super Ancient Dragon, Parititian
Parititan
[AUTO]:When this unit placed on (VC), if you have a heart card with "Ancient Dragon" in its card name, choose a rear-guard of all fighters, retire them, and increase this unit's [Power] by the sum of the original [Power] of the units retired with this effect until end of turn. Then, if the [Power] increased with this effect is 20000 or more, this unit gets [Critical]+1 until end of turn.
Translation: you and your opponent retire 1 rear-guard each, and if the total power of those 2 units is 20K or more, this unit gets +1 crit. It seems good, it's hard to get that extra critical. One will have to retire a 11K rear-guard, and the other a 9K rear-guard. Obviously your opponent wouldn't want you getting that extra crit, so he'll choose a G1 with about 7K power. The only surefire way to make sure you get that crit is in a tag match, where all 4 players will have to retire 1. In normal matches, the main purpose of this card is to force your opponent to retire their rear-guards, and you can keep yours by choosing Tyrannobite or the G1 version to retire, then revive them with their counterblast skill. This card is meant to work in a deck with Tyrannoquake and/or Tyrannolegend to keep up the pressure with high-powered attacks and easy-to-get crits.

I will continue this article with a Part 2 coming very soon :) 
For now, feel free to comment on anything below :)
Note: I don't own any of the images above. Credits to their respective owners and Bushiroad Inc.
-Megan Lee

Wednesday, 4 March 2015

Aqua Force Deck Profile, opinion and Guide.

Hey folks, Its been a really long time since i ever update this blog and write a detailed article about vanguard. Today i'll be sharing with you my opinions and thoughts of piloting aqua force and the new support that it has received in this booster.

Here is the deck list that i've been using and testing with. Tested with DOTX, SSSD, etc... etc..
The matches I had using this deck lasted not more than 6 to 8 turns. Somewhat of a blitzkrieg which suited my aggressive playing style which puts loads of early game pressure. The main strategy of this deck revolves around the consistent early game pressure to deal as much damage and drain as many 5k shields from your opponent as possible to setup for your Savas to finish your opponent.

Deck List.
Starting Vanguard
1x Officer Cadet, Andrei

Triggers
4x Battle Siren, Carolina (Heal)
2x Bubble Bazooka Dracokid (Critical)
4x Officer cadet, Alexpose (Stand)
2x Keen Eye Sea Horse Soldier (Stand)
4x Battle Siren, Mallika (Draw)

Grade 1
3x Mercenary Brave Shooter
3x Battle Siren, Sutashia
4x Kelpie rider, Nicky
4x Battle Siren, Phaedra

Grade 2
4x Tidal Assault
4x Magnum Assault
3x High Tide Sniper

Grade 3
4x Transcendent of Storms, Savas
3x Marine General of the Wave Sword Slash, Max
1x Strikehead dragon

Grade 4
1x Snow Element, Blizza
1x Miracle Element, Atmos
2x Marine General of the Heavenly Scale, Tidal-bore Dragon
4x Marine General of the Sky and Earth, Lambros

Now you've know the list, Let me also explain why I played and teched in certain cards and also explain some of the combo involved. 

Transcendent of Storms, Savas
Savas is the MVP(Most Valuable Player) of the deck or what i would called the FINAL PUNISHER or your main winning image of the deck.

His effect is:
[AUTO](VC) Generation Break 2 (This ability is active if you have two or more face up G units in total on your (VC) or G zone):When this unit attacks a vanguard, if it is the fourth battle of that turn or more, until end of that battle, this unit gets [Critical]+1, and your opponent cannot call grade 0 cards from hand to (GC).
[AUTO](VC):During your turn, when your G unit Stride, choose one of your vanguards, and until end of turn, it gets "[AUTO](VC):When your unit attacks a vanguard, if it is the fourth battle of that turn, choose three of your opponent's rear-guards, your opponent chooses one from among them, and retires it.".

In short he is there to wreck your opponent. His had a GB2 skill similar to the notorious card from the Kagero Clan, Transcendence Dragon, Dragonic Novelle Vague. Those who had encountered him would know the horror of not being able to guard with grade Zero. Savas however has an added pressure of having the  extra critical to pressure your opponent. However all these effects takes place only when you had fulfill its conditions of having 4th battle and GB2. Many would be questioning, how do I get my GB2 by turn 5? My answer would be using Snow Element Blizza. His second effect is optimal for crippling your opponent's field however it has a random retiring effect where your opponent chooses 1 of his rearguards to retire despite having to pick 3 cards. 

Snow Element Blizza
His effect is:
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC):[Counter Blast (1) & Choose a face down card from your G zone, and turn it face up] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+5000 for each face up card in your G zone until end of that battle.
[CONT]:This card is from all clans and nations.

Paying the cost of counter blast 1, Flipping 1 G-Unit Faced up enables you to fulfill the condition for Savas which needs GB2 in order to activates its effect. Blizza would be the 1st card you would want to stride on if you wanted to use savas as a finisher for the next turn. Which it swings for 31k without boost on its own which is enough to bait out the negates and sentinels from your opponent's hand or to quickly push them to 5 damage in order to pressure them with your relentless attacks from your rearguards for the next turn which would be probably your opponent's final turn.

So in short what I am trying to say is that Savas + Blizza = GB2 condition fulfilled.

Marine General of the Sky and Earth, Lambros
His Effect is:
Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.[AUTO](VC):[Choose a card name "Marine General of the Sky and Earth, Lambros" from your G zone, and turn it face up] When this unit attacks a vanguard, if it is the fourth battle of that turn or more, you may pay the cost. If you do, choose up to two of your rear-guards, and [Stand] them. Then, if the number of face up cards in your G zone is two or more, the units [Stand] with this effect get [Power]+10000 until end of turn.

Lambros is whom we revere as the final finisher of the deck. His effect is what i called epic. With the meagre cost of Turning a copy of itself from the Generation zone face up, you are able to stand 2 of your rearguards and give a +10000 power is what I called an epic finish and overkill. Nuff said.

How is lambros used in this deck? usually it would be the best alternative besides blizza to achieve the GB2 condition for savas and also to grant an additional 2 rearguards attack for the early game pressure to quickly wipeoff their shields and options to retaliate to your assault.

Marine General of the Heavenly Scale, Tidal-bore Dragon

(This card cannot be in your main deck)Stride (Released when both players' vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.(When this cards Strides, it gains the power and name from one heart. At the end of the turn, return it face up.)[AUTO](VC):When this unit's attack hits a vanguard, if it is the third battle of that turn or more, draw a card, choose up to one card from your hand, and call it to (RC).

Tidal bore is good for early game pressure and gaining handsome advantage which allows you to draw a card and being able to call it from the hand. Tidal bore is hardly used in this deck as you would not need to farm much for the handsize as the objective is to finish your opponent quick, blitzkrieg style.





Next I will be explaining to you how the other cards in the deck synergizes with the strategy and also tips on how to use them.

Battle Siren Sutashia
Her effect is:
[CONT](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):During your turn, this unit gets "[CONT](RC):This unit may attack from the back row." and "[AUTO](RC):When this unit attacks, if this unit is in your back row, this unit gets [Power]+3000 until end of that battle.".

Sutashia has the special ability to be able to attack from the back row which makes her invulnerable as an attack target. Having this ability, she allows you to have another rearguard in the same column to lay another attack on the opponent which gives the whole column the ability to deal at least 2 attacks. She is tactically used to knock out your opponent's rearguard interceptors which is very useful especially when using aqua force, it is integral to have your opponent to guard from their hand and to drain their resources. Thus, giving them less options & resources for the next turn and having lesser cards to call as rearguards.




Magnum Assault
His effect is:
[AUTO](RC)[1/Turn] Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] At the end of the battle that this unit attacked a vanguard, if this unit is boosted during that battle, you may pay the cost. If you do, [Stand] this unit, and until end of turn, this unit gets [Power]+2000. (Even if you do not pay the cost, this ability cannot be used for the rest of that turn.)

Magnum assault would be the card that will give your vanguard the wings to victory. He is the card that you would want to call from turn 3 onwards or when you have access to Generation Break 1. You would usually want to call this card out to replace your Tidal assaults (which i would mention more about it later) where it usually be the No.1 attack target your opponent would want to eliminate after being devastated by it on turn 1 to turn 3.

Magnum assault has the special skill of being able to stand itself after being boosted to attack the vanguard and +2000 power make it an effective 15k guard column. This makes him annoying for the opponent in the long run to have him consistent deal damage to the opponent with perfect numbers of 16000 and 11000.

Magnum assault having a an awesome ability has a downside to it where it is a vanilla card on between turn 1 to turn 3 or any turn where you have yet to reached generation blast 1. Which makes tidal assault the best card to replace his rearguard position during the turns of the early game.

Tidal Assault
His effect is:
[AUTO](RC)[1/Turn]:At the end of the battle that this unit attacked a vanguard, if you have an «Aqua Force» vanguard, [Stand] this unit, and this unit gets [Power]-5000 until end of turn.

Tidal assault is the unit you would want to call on the early turns of the game where he would be most effective in dealing damage to vanguards who have a base power of less than or equal to 9000. Tidal assault is an effective restanding rearguard when it comes to early game pressure where your opponent's vanguard power is within its reach. Ideally, you would want to place a booster behind it who has a power of at least 5000 in order to make up for the cost of -5000 for its effect to pull off.

Tidal assault may seems OP to some during the early game. I bet some of you would have questions on How do I exactly counter this card? My answer would be playing a 10k vanilla grade 2 to prevent getting wrecked by this card during the early game. 10k vanilla would be the best option as a mini counter as aqua force in general would have a hard time attacking with their rearguards in the early game which are usually 9k and would have prevented you from losing additional hand cards and being devastated to 5 damage in the long run.

Here is a tip that may be useful when using tidal assault in the turns of the Midgame to Lategame which is to combine with Battle siren, Mallika for it to be able to reach the 11k base power vanguard.

Battle Siren Mallika
Her Effect is:
[ACT](RC):[Put this unit into your soul] Choose up to one of your «Aqua Force», and that unit gets [Power]+3000 until end of turn.

Mallika had proved to be one of the most important trigger unit in this deck and that you should have at least 4 copies of her in the deck. She would be the most important card that you would want to play between turn 3 to turn 4 and would be ideal for a situation where you do not met the Generation Blast Condition for your magnum assault. Hence, ideally you would want to have the tidal assault remained on the field for pressure during the midgame combo with this card to continue swinging for perfect numbers.

Mallika also combos well with Battle Siren Sutashia, allowing her to attack for 12000 power, hence able to deal pressure and damage to the opponent's vanguard as well.




High tide sniper
His effect is:
[AUTO](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Soul Blast (1)] When this unit attacks, if it is the third battle of that turn or more, you may pay the cost. If you do, this unit gets [Power]+10000 until end of that battle.

High tide sniper is one of the best cards to have swinging for 3 or more battle where itself as a standalone is able to drain a 10k shield from the opponent. Having it with a booster would make him a devastating 20k guard column.

High tide sniper also combos well with the starter vanguard, Officer Cadet, Andrei (Who i will mention more about him later.) and also Battle Siren, Orthia. He is such a key card during the mid game to late game onwards where he is needed to use for the final finishers and big plays involving Lambrose.




Officer Cadet, Andrei
His effect is:
[AUTO]:Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))[ACT](RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1) & Put this unit to your soul] Choose another of your rear-guards, and until end of turn, it gets "[AUTO](RC)[1/Turn]:At the end of the battle that this unit attacked a vanguard, [Stand] this unit, and this unit gets [Power]+2000 until end of turn.".

His ability allows your rearguard to be a Magnum Assault which is often used as a desperate measure to have a rearguard able to hit for the 4th attack or combos with High tide sniper to attack for a 21k column perfect numbers on its own after a boosted attack.

In short Andrei combos with the following:
Andrei + High Tide Sniper = 10 shield + 15k shield(3 cards).
Andrei + 11k attacker = 5k shield + 5k shield(2 cards).

Marine General of the Wave Sword Slash, Max
His effect is:
[AUTO](VC/RC) Generation Break 1 (This ability is active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] At the end of the battle that this unit attacked a vanguard, if it is the third battle of that turn or more, you pay the cost. If you do, choose one of your rear-guards, it gets [Power]+2000 until end of turn, choose two of your rear-guards, and exchange their positions. (The state of the card does not change.)

Slash max is an awesome backup vanguard where he allows rearguards to switch positions and giving a +2000 power to one of your rearguards when he is the 3rd to attack. He is especially useful when you have a hand full of attackers which also help fix jam and dead columns. He also give 9k attackers a +2000 power boost, hence enabling them to hit for perfect number of 11000 and drain additional 5000 shield from the opponent.  He would be the best option as a backup vanguard if you can't stride.

To conclude, Aqua Force is not the clan that you want to mess with during the early game and proven to be annoying to the opponent to consistently guard 5k shield. It has a similar aggressive play style to spike brothers. So how do i exactly counter this clan? There are many options, in this case would be playing kagero, since it is in the current metagame, where they have cards such as Prowling Dragon Striken where you can prevent the early assaults from tidal assault and 9k rearguards, making you invulnerable to their early game rush strategy which forced them to stall till late game. Another counter measure may be using anti-rush cards such as the good old Berserk Dragon where you can instantly retire their biggest threats in the early game, during turns 1 to turn 3.

To my Kagero players, there is still hope and counter measure against this clan.

Signing off.
Khai



Saturday, 27 April 2013

BT11 updates and the metagame


Hi guys, Le jester here. Here to share with you guys the market prices for bt11 cards and also my comments on it.

Market price 
BT11
001 Prophecy Celestial, Remiel - $12
002 Solidify Celestial, Zerachiel - $15
003 Goddess of Good Luck, Fortuna - $18
004 Burning Hell Seal Dragon, Blockade Inferno -$15
005 Dauntless Drive Dragon - $24
006 Eradicator, Sweep Commando Dragon - $17
007 Blue Flight Dragon Trans-core Dragon - $16
008 Last Card, Revonn - $12
009 Adamantine Celestial Aniel - $10
010 Seal Dragon, Blockade - $5
011 Seal Dragon Rinocross - $13
012 Ancient Dragon Spino Driver - $12
013 Ancient Dragon, Tyranolegend - $10
014 Ravenous Dragon, Battle Rex - $8
015 Ancient Dragon, Parasawall - $6
016 Armor Break Dragon - $7
017 Fiendish Sword Eradicator, Cho-Ou - $6
018 Roaring Ripple, Genovious - $10
019 Tear Knight Lucas - $5
020 Emerald Shield, Paschal - $10

Overhyped Cards
Goddess of Good Luck, Fortuna
Seriously? Was expecting it to be at $18. I believed i have argued why this card is sometimes not that effective.

Underhyped Cards
Roaring Ripple, Genovious
Persona blast and get a free mr invincible effect. I guess persona blast is not that popular in the meta, What's more its also a chain ride. Why play chain ride if ya can do a break ride? To me, i believe this card has some potential

Ancient Dragon Spino Driver
For its effect, its pretty cheap. Guess Dinos just aren't as badass and popular as as compared to dragons.

Ancient Dragon, Parasawall
Looks like tachikaze will become similar to the fate of spike brothers. Its a cheap and effective deck ready to kickass and have a share in the metagame.

Armor Break Dragon
Shouldnt't this card should cost like $7 to $8. It still has it uses though in narukami deck.

Decks that are cheap to build
Tachikaze 70 to 80
Celestial 70 to 90
Genovous Aqua force 60 to 80
blockade crossride 70 to 90

Potential Top Tier Decks 
Tier 1
Angel Feather - Celestials
Kagero - Dauntless Dote
Aqua force - Revonn - transcore variants
Sweep Commando Eradicators

Tier 1.5
Tachikaze Ancient Dragon
Kagero Sealed Dragon

Tier 2
Aqua force Genovious

Thats all for now folks. Stay tune for deck profiles and clan analysis.

Tuesday, 2 April 2013

BT11 Support: part 3

Candle Celestial, Sariel
BT11-025-R (Sample)
[AUTO]:[Counter Blast (1)] When this unit is placed on (RC), if you have a «Angel Feather» vanguard, you may pay the cost. If you do, search your deck for up to one «Angel Feather», put it into your damage zone, shuffle your deck, and choose one face up card from your damage zone, and put it into your drop zone.

Solidify Celestial, Zerachiel
BT11-002-RRR (Sample)
[CONT] Limit Break 4 (This ability is active if you have four or more damage):During your turn, if you have face up card named "Solidify Celestial, Zerachiel" in your damage zone, all of your units with 'Celestial' in its card name get [Power]+3000. [ACT](VC):[Counter Blast (2) - Cards with "Celestial" in its card name] This unit gets [Power]+5000 until end of turn. [CONT](VC/RC):Lord (If you have a unit that does not belong to the same clan as this unit, this unit cannot attack)

Roaring Ripple, Genovious
Genovious
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Choose a card named "Roaring Ripple, Genovious" from your hand, and discard it] At the close step of the battle that this unit attacked a vanguard, if the number of «Aqua Force» you have as [Rest] in your front row is three, you may pay the cost. If you do, [Stand] all your «Aqua Force» rear-guards. [CONT](VC):If you have a card named "Rising Ripple, Baorus" in your soul, this unit gets [Power]+1000.

Eradicator, Sweep Commando Dragon
Sieve
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (2) & Soul Blast (2)] During your turn, when an opponent's rear-guard is put in the drop zone by any of your card's effect, you may pay the cost. If you do, draw a card, choose one of your opponent's rear-guards in the front row, retire it, and this unit gets [Power]+5000 until end of turn. [AUTO]:[Choose one of your rear-guards with "Eradicator" in its card name, and put it into your soul] When this unit is placed on (VC), you may pay the cost. If you do, choose one of your opponent's rear-guard in the front row, and retire it. [CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Ancient Dragon, Tyranno Legend
TyranoLegend
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Choose three of your rear-guards with "Ancient Dragon" in its card name, and retire them] When this unit attacks a vanguard, you may pay the cost. If you do, this unit gets [Power]+10000/[Critical]+1 until end of that battle. [ACT](VC):[Counter Blast (2) - Cards with "Ancient Dragon" in its card name] This unit gets [Power]+5000 until end of turn. [CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Ravenous Dragon, Battle rex
BattleRex
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):When this unit's drive check reveals a grade 3 «Tachikaze», choose one of your rear-guards, retire it, and this unit gets [Power]+10000 until end of that battle. [AUTO](VC):When this unit is boosted by a «Tachikaze», this unit gets [Power]+3000 until end of that battle.

Last card, Revonn
Levon sleeve 88
[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Counter Blast (1)] When this unit attacks a vanguard, if the number of «Aqua Force» you have as [Rest] in your front row is three, you may pay the cost. If you do, this unit gets [Power]+3000/[Critical]+1 until end of that battle. [ACT](VC):[Counter Blast (1)] This unit gets [Power]+2000 until end of turn. [CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

Monday, 25 February 2013

BT11 Sneak Peek

We are glad to share some great news to our kagero players in this bt11-Seal dragons unleashed.

Here are some of the important highlights that you might want to take note of this upcoming April.

Ya heard it cardfighters, Blockade dragon will be reprinted in bt11. Means good news for those who don't have it or sold it. It will be confirmed as a new crossride for kagero.

BT02-006EN RRROrg3982049
Blockade dragon's effect:
[CONT](VC):During your turn, your opponent's units cannot intercept.

Do comment below for prediction of its crossride effect. Assuming it will be another glory maestrom or silent tom. That would be Imba and overpowered.

New Breakride for kagero.
Dauntless Drive Dragon
 Dauntless
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Kagerō» rides this unit, choose one of your vanguards, that unit gets [Power]+10000 and gets "[AUTO](VC):[Choose three cards from your hand, and discard them] At the beginning of the close step of the battle that this unit attacked, you may pay the cost. If you do, [Stand] this unit. This ability can only be used once per turn." until end of turn. [AUTO](VC):When this unit attacks, if the number of rear-guards you have is more than your opponent's, this unit gets [Power]+2000 until end of that battle. [CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

WHATTTT!!!!! Another dragonic descendant?? Looks damn badass as well. Reminds me stay tune for the new badass hall of fame. Coz we have too much badasses over here.
BT10-006
This means descendant drop price to 9 to 12 dollars liao.
Here are some suggestions on how to use this card.
Dauntless 
Besides kagero, Aqua force get its own break ride as well.
Blue Soaring Dragon, Transcore Dragon
Transcore
[AUTO] Limit Break 4 (This ability is active if you have four or more damage):When a «Aqua Force» rides this unit, choose one of your vanguard, that unit gets [Power]+10000 and gets "[AUTO](VC):When this unit attacks a vanguard, your opponent may choose one card from his or her hand, and discard it. If they do not, this unit gets [Critical]+1, and your opponent cannot normal call units to (GC) until end of that battle." until end of turn. [AUTO](VC):When this unit attacks a vanguard, this unit gets [Power]+2000 until end of that battle. [CONT](VC/RC): Lord (If you have a unit that doesn't belong to the same clan as this unit, this unit cannot attack)

This card seems Badass and threatening enough to declare FINAL TURN. If opponent don't wanna discard, Have some balls to take the 2 critical damage and Lucksack Triggers. So its either a -1 or a no guard at all.

Seems to be a good pair with glory maestrom to declare a FINAL TURN.
Transcore Blue Storm Supreme Dragon Glory Maelstrom

Thats all the Badasses that we have with us this upcoming bt11.